Take out the incoming enemies, then play the button rapid-pressing game to open the door to escape.

Quickly down both enemies with aim-snap and quick fingers. Two shots will down each target. Afterwards, spam the displayed button or key to yank the door open. Swim to the marked spot on the boat and you will automatically kill the enemy and take his AK-47. Shoot the rest of the s.o.b.s and listen to that sweet, sweet sound of metal thunk through flesh and bone. As long as it's not happening to you, you're in good shape.

Woods will take out one enemy, and leave the remaining three for Mason to take down. Indulge in some red confetti and paint the jungle red.

Infiltrate the VC camp

Stay on the sampan and blast the two enemies who appear on the bluff in the distance. Once done, proceed down river carefully and use what you have to down the enemies. Since your weapons change, it won't matter what you use or keep.

Shadow Woods and swim underwater when approaching the patrol boat. For some reason, these guys didn't hear the gunfire and screaming downriver, not that they'll be doing any screaming after their throats are cut open.

Bonus Task » Up Close and Personal

If you follow the story (and Woods) precisely, you will automatically kill the three enemies for this condition. If you don't, you likely failed the mission anyway. If you need to, you can always restart the level.

Swim underwater for the next portion. Keep your selector on the SOG knife so you don't accidentally fire off any loud shots. Hitting melee on the patrol sampan nets you your first silent kill.

Set-up ambush

Meet Bowman on the dock, talk shop, and head back into the water. Place the satchel charge on the marked holographic and follow Woods into the hooch.

In the hooch with the sleeping soldiers. After dispatching the guy eating dinner, turn around 180°. The tape player is in the side room with the straw "barrel" (it's a rice basket).

Kill either of the sleeping VC and Woods will take care of the other. Go ahead and waste the other VC eating dinner. If you were Dick Marcinko, you'd also booby-trap the bodies for massive lawlz during casualty recovery, but that's another story altogether.

After meeting Bowman and placing the first det-pack, follow Woods into the hooch and selectively terminate some threats. Maintain noise discipline, or you will be discovered, and the mission a failure.

Place the second charge once you're underwater. Mason will move automatically to the last hut and meet Woods, Bowman, and that other guy.

Turn the Enemy Inside Out

Start the evisceration by blasting the hooch. Unfortunately, enemies will keep respawning from monster closets all around the map. Down the RPG soldier on the roof before moving forwards; the Commando with the grenade launcher is handy with smashing apart groups of enemies, and the Walther WA2000 (not yet invented in '68) is your marksman weapon.

Keep an eye on the roof of this hut, as an RPG soldier will emerge from it. Down him before you continue.

Move towards the center and either kill all the enemies coming out of the tunnel, or lob a grenade into the hole to close it.

The strawhut near the first VC tunnel/hole (and around the time where you destroy the enemy ZPU) has a tape player. If you can locate the tunnel entrance, the hut is right next to the hole in the ground. In the hut, check all the corners as the player is on the ground, obscured by junk.

Around this time, Bowman will point out the ZPU on the dock. The soldier carrying the M-202 will die near the docks, but blowing up the ZPU without the Grim Reaper isn't needed. You can shoot the explosive barrels across the water and achieve the same result (or lob a grenade from the Commando). Once the ZPU is destroyed, you can move on.

Close the spider-hole from a hut (the underslung grenade works if you can detonate it at the mouth) otherwise, you will have to get close (nearly impossible on Veteran). For the ZPU on the dock, locate the glowing M-202 launcher and fire on the emplacement.

Bonus Task » Heavy Hand

After destroying the ZPU on the dock, locate the M-202 quad rocket launcher (the same rocket launcher from Resident Evil) and take it with you through the cabin Mason "... cuts through". An enemy machinegun past the hut will open up and fire when you reveal yourself. Blasting the emplacement with the M-202 will meet this condition.

Past the second hut, there is an emplaced machinegun. Take it out with the launcher for a trophy/achievement or use an underslung grenade launcher to amputate the limbs of the shooter. Once exposed to such grievous injury, the enemy bot will drop dead.

Enter the tunnel complex

Your weapons will change to the Colt Python and the flashlight. You will not be able to take any weapons from this point out, so be accurate with your shots. Take it slow and empty two shots (at most) on each enemy.

After Reznov lets you take the lead, go into the left fork of the tunnel. A tape player is on the right side of this particular tunnel branch.

Remember that like the real tunnel rats of Chu Chi, if you use more than 3 bullets in one encounter, you're likely f—ed as another enemy can appear and you will be out of ammo. Fire your three or four rounds, stop and reload. In a videogame, you can control when enemies appear by how far you go (or where you step).

The Tunnel Rats' rule of three -- three rounds out, three rounds in. If you expend more than three rounds, you better have a second gun (Mason won't) or everyone better be dead. Go slow and reload after every 3 or 4 shots. If you expend all six rounds, you better have cleared the immediate zone of enemies.

Get to the end of the tunnel complex, confer with Reznov and escape. Simply press forward and melee the rocks in order to dig and get out.